.. |
baseclasses
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
res
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GSdx fixes:
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2011-10-05 09:19:32 +00:00 |
vsprops
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
xbyak
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GSdx: the x64 ABI on windows is not so nice after all.
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2011-02-28 11:08:52 +00:00 |
CMakeLists.txt
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More work on the compiler warnings. Removed the warning flags that are now set by default.
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2011-10-30 00:32:22 +00:00 |
GPU.cpp
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GPU.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GPUDrawScanline.cpp
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GPUDrawScanline.h
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GPUDrawScanlineCodeGenerator.cpp
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GPUDrawScanlineCodeGenerator.h
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GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
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2011-12-01 17:08:10 +00:00 |
GPUDrawingEnvironment.h
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GSdx: Another psx bug-fix for chrono cross. Not fully sure about it, have to be tested. It is about not drawing larger than 1024x512 polygons. Peops also skips them, but only when one of the coordinates is negative, not explained why.
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2011-10-24 21:34:38 +00:00 |
GPULocalMemory.cpp
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Fixed inconsistent newlines / added as many svn:eol-style=native properties as I could without killing myself.
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2011-03-25 05:06:49 +00:00 |
GPULocalMemory.h
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GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
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2011-02-20 18:59:02 +00:00 |
GPURenderer.cpp
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GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
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2011-12-22 01:48:16 +00:00 |
GPURenderer.h
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GSdx: FXAA 3.10, page up key activates it
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2011-07-25 11:16:01 +00:00 |
GPURendererSW.cpp
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GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
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2011-12-22 01:48:16 +00:00 |
GPURendererSW.h
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GPUScanlineEnvironment.h
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GPUSettingsDlg.cpp
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GPUSettingsDlg.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GPUSetupPrimCodeGenerator.cpp
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GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
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2011-03-09 11:52:53 +00:00 |
GPUSetupPrimCodeGenerator.h
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GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
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2011-12-01 17:08:10 +00:00 |
GPUState.cpp
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GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
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2011-12-22 01:48:16 +00:00 |
GPUState.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GPUVertex.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GS.cpp
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GS.h
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GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
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2011-03-12 22:10:58 +00:00 |
GSAlignedClass.cpp
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The core of GSdx is now compatible with intel's compiler on linux.
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2011-02-19 03:36:30 +00:00 |
GSAlignedClass.h
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSBlock.cpp
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The core of GSdx is now compatible with intel's compiler on linux.
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2011-02-19 03:36:30 +00:00 |
GSBlock.h
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Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
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2011-02-18 01:56:05 +00:00 |
GSCapture.cpp
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GSDX:
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2011-10-08 13:05:15 +00:00 |
GSCapture.h
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GSDX:
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2011-10-08 13:05:15 +00:00 |
GSCaptureDlg.cpp
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Patch to GSdx capture that offers RGB mode. By patrickdinh.
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2011-05-02 21:04:33 +00:00 |
GSCaptureDlg.h
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Patch to GSdx capture that offers RGB mode. By patrickdinh.
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2011-05-02 21:04:33 +00:00 |
GSClut.cpp
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GSdx: Also wrapping CLUT writes now, previous revision broke SFEX. CLUT buffer overruns are very rare, tell me if you find any other game doing it.
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2011-11-02 21:15:44 +00:00 |
GSClut.h
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Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
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2011-02-18 01:56:05 +00:00 |
GSCodeBuffer.cpp
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Implemented virtual alloc functions and changed the event class to use semaphores.
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2011-02-19 10:27:10 +00:00 |
GSCodeBuffer.h
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSCrc.cpp
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
GSCrc.h
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GSdx fixes:
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2011-10-05 09:19:32 +00:00 |
GSDevice.cpp
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GSdx: FXAA 3.10, page up key activates it
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2011-07-25 11:16:01 +00:00 |
GSDevice.h
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GSdx: FXAA 3.10, page up key activates it
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2011-07-25 11:16:01 +00:00 |
GSDevice9.cpp
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GSdx: bypass (prevent) some crashes.
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2011-09-01 13:25:08 +00:00 |
GSDevice9.h
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GSdx: FXAA 3.10, page up key activates it
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2011-07-25 11:16:01 +00:00 |
GSDevice11.cpp
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GSdx: bypass (prevent) some crashes.
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2011-09-01 13:25:08 +00:00 |
GSDevice11.h
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GSdx: FXAA 3.10, page up key activates it
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2011-07-25 11:16:01 +00:00 |
GSDeviceDX.cpp
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDeviceDX.h
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDeviceNull.cpp
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDeviceNull.h
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDeviceSDL.cpp
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pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk
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2011-06-12 14:48:36 +00:00 |
GSDeviceSDL.h
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GSdx: window management should be redone next.
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2011-02-25 01:01:00 +00:00 |
GSDeviceSW.cpp
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
GSDeviceSW.h
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDialog.cpp
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GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
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2011-02-20 18:59:02 +00:00 |
GSDialog.h
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
GSDirtyRect.cpp
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GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
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2011-03-12 22:10:58 +00:00 |
GSDirtyRect.h
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSDrawScanline.cpp
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GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
|
2011-12-22 01:48:16 +00:00 |
GSDrawScanline.h
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GSDrawScanlineCodeGenerator.cpp
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GSdx: BoF DQ fixed
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2011-03-20 00:07:52 +00:00 |
GSDrawScanlineCodeGenerator.h
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GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
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2011-11-25 23:48:59 +00:00 |
GSDrawScanlineCodeGenerator.x64.avx.cpp
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GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
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2011-11-25 23:48:59 +00:00 |
GSDrawScanlineCodeGenerator.x64.cpp
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GSdx: ... and codeblocks.
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2011-03-02 08:44:16 +00:00 |
GSDrawScanlineCodeGenerator.x86.avx.cpp
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GSDrawScanlineCodeGenerator.x86.cpp
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GSDrawingContext.h
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GSdx: more alignment fixes for gcc.
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2011-02-20 02:22:00 +00:00 |
GSDrawingEnvironment.h
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GSdx: more alignment fixes for gcc.
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2011-02-20 02:22:00 +00:00 |
GSDump.cpp
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The core of GSdx is now compatible with intel's compiler on linux.
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2011-02-19 03:36:30 +00:00 |
GSDump.h
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GSdx / zzogl-pg / pcsx2:
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2010-07-19 15:49:30 +00:00 |
GSFunctionMap.cpp
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GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
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2011-04-04 11:05:54 +00:00 |
GSFunctionMap.h
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GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
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2011-12-18 08:13:20 +00:00 |
GSLinuxDialog.cpp
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GSLocalMemory.cpp
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GSLocalMemory.h
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GSdx: implemented the caching of the new page/tile map, dq8 should be fast again
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2011-04-26 00:56:54 +00:00 |
GSPerfMon.cpp
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GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast.
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2011-12-22 14:36:54 +00:00 |
GSPerfMon.h
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GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
|
2011-12-22 01:48:16 +00:00 |
GSRasterizer.cpp
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GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast.
|
2011-12-22 14:36:54 +00:00 |
GSRasterizer.h
|
GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast.
|
2011-12-22 14:36:54 +00:00 |
GSRenderer.cpp
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GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
|
2011-12-22 01:48:16 +00:00 |
GSRenderer.h
|
GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
|
2011-12-18 08:13:20 +00:00 |
GSRendererDX.cpp
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSRendererDX.h
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V2 of the previous GSdx hack: Now also works in pointlisted FMV's (FFX-2, Legend of Legaia).
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2011-08-01 17:42:01 +00:00 |
GSRendererDX9.cpp
|
GSdx: just saving minor changes.
|
2011-12-16 19:13:58 +00:00 |
GSRendererDX9.h
|
Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
|
2011-02-07 01:59:05 +00:00 |
GSRendererDX11.cpp
|
GSdx: just saving minor changes.
|
2011-12-16 19:13:58 +00:00 |
GSRendererDX11.h
|
Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
|
2011-02-07 01:59:05 +00:00 |
GSRendererHW.cpp
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSRendererHW.h
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GSRendererNull.cpp
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The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSRendererNull.h
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSRendererSW.cpp
|
GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast.
|
2011-12-22 14:36:54 +00:00 |
GSRendererSW.h
|
GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast.
|
2011-12-22 14:36:54 +00:00 |
GSScanlineEnvironment.h
|
GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
|
2011-12-18 08:13:20 +00:00 |
GSSetting.cpp
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSSetting.h
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSSettingsDlg.cpp
|
GSdx: Renamed the sw thread setting to "extra threads".
|
2011-12-20 14:33:28 +00:00 |
GSSettingsDlg.h
|
GSdx: made dx11 detection code a bit nicer, but not sure what happens on vista without the dx11 runtime, it probably won't detect dx10 either.
|
2011-02-20 16:09:46 +00:00 |
GSSetupPrimCodeGenerator.cpp
|
GSdx: the x64 ABI on windows is not so nice after all.
|
2011-02-28 11:08:52 +00:00 |
GSSetupPrimCodeGenerator.h
|
GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
|
2011-11-25 23:48:59 +00:00 |
GSSetupPrimCodeGenerator.x64.avx.cpp
|
GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
|
2011-04-04 11:05:54 +00:00 |
GSSetupPrimCodeGenerator.x64.cpp
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GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
|
2011-04-04 11:05:54 +00:00 |
GSSetupPrimCodeGenerator.x86.avx.cpp
|
GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
|
2011-11-14 03:08:13 +00:00 |
GSSetupPrimCodeGenerator.x86.cpp
|
GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
|
2011-11-14 03:08:13 +00:00 |
GSState.cpp
|
GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers.
|
2011-12-22 01:48:16 +00:00 |
GSState.h
|
GSdx: Renamed the sw thread setting to "extra threads".
|
2011-12-20 14:33:28 +00:00 |
GSTables.cpp
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSTables.h
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSTexture.cpp
|
GSdx: renamed None to something else because X11 defined it for itself.
|
2011-02-23 09:16:00 +00:00 |
GSTexture.h
|
GSdx: renamed None to something else because X11 defined it for itself.
|
2011-02-23 09:16:00 +00:00 |
GSTexture9.cpp
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTexture9.h
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTexture11.cpp
|
GSDx: very minor change to Z value scaling and a note for future changes based on testing real hardware.
|
2010-05-08 01:05:32 +00:00 |
GSTexture11.h
|
Reverted r3063 as the last revision obsoleted it and it was causing suspend/resume issues with the software renderer, removed an unnecessary GSclose() and ResetDevice() call each
|
2010-05-23 17:26:37 +00:00 |
GSTextureCache.cpp
|
GSdx: Renamed the sw thread setting to "extra threads".
|
2011-12-20 14:33:28 +00:00 |
GSTextureCache.h
|
GSdx: just saving minor changes.
|
2011-12-16 19:13:58 +00:00 |
GSTextureCache9.cpp
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureCache9.h
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureCache11.cpp
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureCache11.h
|
Reverted r3063 as the last revision obsoleted it and it was causing suspend/resume issues with the software renderer, removed an unnecessary GSclose() and ResetDevice() call each
|
2010-05-23 17:26:37 +00:00 |
GSTextureCacheSW.cpp
|
GSdx: Renamed the sw thread setting to "extra threads".
|
2011-12-20 14:33:28 +00:00 |
GSTextureCacheSW.h
|
GSdx: Polished the recent changes a bit. Single threaded mode should be back to normal, 2-4 threads might be faster or slower. All in all, it has a lot more potential now. Rendering is almost as separated as with d3d, everything needed is packed and copied for the worker threads, synchronization between local memory and the temporary buffers is properly done. This model could also be back-ported to d3d. Or the software rasterizers could be hardware assisted somehow, there are a lot less sync points where those buffers should match with the contents of the local memory.
|
2011-12-18 21:57:48 +00:00 |
GSTextureFX.cpp
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureFX9.cpp
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSTextureFX11.cpp
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSTextureNull.cpp
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureNull.h
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureSW.cpp
|
GSdx: this fixes some of the flickering in THPS, objects in the far distance still have some z-fighting problem, z values used are too large and too close to each other.
|
2011-12-03 21:04:46 +00:00 |
GSTextureSW.h
|
GSdx: GSDeviceSW almost ready, just need an image resizer.
|
2011-02-20 22:33:22 +00:00 |
GSThread.cpp
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSThread.h
|
GSdx: Replaced condvar/srwlock imports with getprocaddress, it should work on XP and compile on vs2010 express again.
|
2011-12-23 02:49:27 +00:00 |
GSUtil.cpp
|
GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
|
2011-02-20 18:59:02 +00:00 |
GSUtil.h
|
GSdx: made dx11 detection code a bit nicer, but not sure what happens on vista without the dx11 runtime, it probably won't detect dx10 either.
|
2011-02-20 16:09:46 +00:00 |
GSVector.cpp
|
GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
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2011-04-04 11:05:54 +00:00 |
GSVector.h
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GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
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2011-11-25 23:48:59 +00:00 |
GSVertex.h
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Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
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2011-02-18 01:56:05 +00:00 |
GSVertexHW.h
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Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
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2011-02-18 01:56:05 +00:00 |
GSVertexList.cpp
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSVertexList.h
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Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
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2011-02-07 01:59:05 +00:00 |
GSVertexSW.cpp
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Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
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2011-02-18 01:56:05 +00:00 |
GSVertexSW.h
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GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
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2011-03-12 22:10:58 +00:00 |
GSVertexTrace.cpp
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GSdx: please test mipmapping again...
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2011-03-19 03:54:22 +00:00 |
GSVertexTrace.h
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GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
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2011-03-12 22:10:58 +00:00 |
GSVertexTrace.x64.avx.cpp
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GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
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2011-04-04 11:05:54 +00:00 |
GSVertexTrace.x64.cpp
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GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
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2011-04-04 11:05:54 +00:00 |
GSVertexTrace.x86.avx.cpp
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GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
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2011-03-09 11:52:53 +00:00 |
GSVertexTrace.x86.cpp
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GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
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2011-03-09 11:52:53 +00:00 |
GSWnd.cpp
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pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk
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2011-06-12 14:48:36 +00:00 |
GSWnd.h
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gsdx, sdl: cast window as expected by sdl
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2011-08-20 12:17:47 +00:00 |
GSdx.cpp
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gsdx: linux: * fix some issue with empty string in configuration
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2011-04-08 17:41:04 +00:00 |
GSdx.def
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GSdx.gcc.cbp
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GSdx: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5.
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2011-12-19 01:20:55 +00:00 |
GSdx.gcc.workspace
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GSdx: renamed None to something else because X11 defined it for itself.
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2011-02-23 09:16:00 +00:00 |
GSdx.h
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GSdx linux:
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2011-04-07 09:41:20 +00:00 |
GSdx.icc.cbp
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GSdx: renamed None to something else because X11 defined it for itself.
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2011-02-23 09:16:00 +00:00 |
GSdx.props
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GSdx.rc
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GSdx.vcxproj
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
GSdx.vcxproj.filters
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
GSdx_vs2008.vcproj
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GSdx: fixing the vs2008 project
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2011-03-02 08:32:30 +00:00 |
config.h
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
resource.h
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
stdafx.cpp
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GSdx: When mipmapping is on, LOD is calculated per pixel, it isn't used for anything, but it's there. I cannot really measure any significant slowdown, but rest of the fun is yet to come.
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2011-03-14 03:32:28 +00:00 |
stdafx.h
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GSdx: fixed vs2008 build errors
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2011-12-21 00:08:00 +00:00 |